It looks like 1.32 is going to be relatively quick with just some bug fixes (and I'm trying to make it play nice with the Starter Pack's mod merge tool).
Just some quick notes before I get back to work:
1 & 4: I don't like hostiles always coming out berserk, but it's the only way I can guarantee a sustained fight. Dialing berserkness down to a percentage chance seems like a good change. I do want the Favor to influence their behavior, though.
2: Not sure why the number of reactions is a problem; no more than three appear at any given workshop. Is it causing problems with the Manager screen, plant stockpiles, or something?
3: There are two paths I can take in simplifying Tribute, neither of which I'm certain will work. First, I can have the player build a generic Tribute that DFHack then poofs into a specific Tribute based on its material. This has the advantage that you can tell what a Tribute is by scrolling over it. Second, I can reduce the Tribute to a single building and DFHack the results of reactions based on the Tribute material. This will decrease the reaction count considerably, but it also means there will only be one type of Tribute graphic in Stonesense.
For that matter, has anyone even
noticed the Stonesense graphics?
5: I still want Favor to affect the behavior of Living Stone, and I've been working on an Animate Stone effect on and off for a while. The main problem is that interactions can't target items (such as boulders), so it would need to be an aura around the creature that works without the game really understanding what's happening. That is, to the best of my DFHackery, an invader who could animate andesite would not arrive with any Animated Andesites in tow nor would he seek out andesite boulders on the map to use against the fort. Of course the player can take advantage of the animating ability just fine with some creative pathing.